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Neon_Knight
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« Reply #200 on: November 18, 2011, 07:16:44 AM »

Included in the last fixpack.
« Last Edit: December 24, 2011, 09:41:54 AM by Neon_Knight » Logged


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« Reply #201 on: November 18, 2011, 08:35:11 AM »

Fix for jumpcirc shaders, they were clamping ugly on oa_thor. Not 100% (there are some distances on which is still visible) but almost unnoticable. Portal circles reduced by 80% (more black margin on the sides) and converted to jpg, shaders changed to smooth the stretch and tga replaced with jpg. I'm not sure if it's futureproof, since this method worked with the ctf/blue_telep and ctf/red_telep shader on oa_ctf4ish but doesn't seem to work on oa_bases3plus3, however oa_thor looks much better.
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Neon_Knight
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« Reply #202 on: November 18, 2011, 02:01:26 PM »

Included in the last fixpack.
« Last Edit: December 24, 2011, 09:42:11 AM by Neon_Knight » Logged


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« Reply #203 on: November 18, 2011, 02:07:50 PM »

Included in the last fixpack. Needs music/OA08.ogg from the SVN.

Changes to am_mckinleyish2:

- New teleporter, from the Railgun area to the upper floor in the bases.
- Arrows guiding to bases.
- Moved the team water chamber teleporter's destination from the upper floor to the central base passage.
- Replaced weapon bases.
- Modified the nailgun balcony at the bases.
- Replaced the sky.
- Music (OA08)
- Minor fixes.
« Last Edit: December 24, 2011, 09:42:29 AM by Neon_Knight » Logged


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« Reply #204 on: November 19, 2011, 06:29:12 AM »

Included in the last fixpack.

Fixes for arenas.txt:
- CTF Elimination maps are available to choose.
- Rebalanced SP.
- pul1duel no longer selectable in DOM.
- Cost: oa_bases5 was dummied out.
« Last Edit: December 24, 2011, 09:42:44 AM by Neon_Knight » Logged


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« Reply #205 on: November 20, 2011, 04:52:12 AM »

Included in the last fixpack.

Rebalance of the SP has been finished. It also includes new bots.
« Last Edit: December 24, 2011, 09:42:59 AM by Neon_Knight » Logged


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sago007
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« Reply #206 on: November 21, 2011, 02:32:35 PM »

Mappools:
http://files.poulsander.com/~poul19/public_files/oa/dev088/mappools.zip

These are required for the g_autochangemap function to work out-of-the-box. The player can create his own files without the ".org"-extension and the game will choose those instead.

They are based on the arenas.txt file from RC1.
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Moixie
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« Reply #207 on: November 28, 2011, 06:44:52 AM »

Moixie's ctf maps:  http://dl-tm.at.ua/load/0-0-0-30-20


 Mx3Ctf1: (Crossroads)
  * New screenshot
  * Little mistakes fixed
  * New name

 Mx4Ctf2: (Colloseum)
  * New levelshot
  * Now adapted to overload and harvester
  * Some little mistakes fixed


 Mx2Ctf5: (Sweet Brutality)
  * New levelshot
  * Some little mistakes fixed
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Neon_Knight
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« Reply #208 on: December 04, 2011, 11:29:26 AM »

Included in the last fixpack.

- am_mckinleyish2: Bug with the lighting. (Also seized for clearing up several nasty pitch-black areas)
- oa_thor: Fixed floating obelisk bugs. (Also seized for clearing up gametype flags)
« Last Edit: December 24, 2011, 09:44:19 AM by Neon_Knight » Logged


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« Reply #209 on: December 06, 2011, 11:43:11 PM »

Included in the last fixpack.

Fixes for oasago2 and czest1dm:

- oasago2
  - A lot of brushes were made detail. The map should gain a bit of performance.
  - Better lighting.
  - Arrows guiding to bases.
  - Compiled with "final" settings.
- czest1dm
  - Redone weapon/item placement. Should be a bit better now.
  - Readded previous DOM/Elimination support, which got lost somehow.
  - Compiled with "final" settings.
« Last Edit: December 24, 2011, 09:44:38 AM by Neon_Knight » Logged


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sago007
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« Reply #210 on: December 08, 2011, 02:07:25 PM »

- oasago2
  - A lot of brushes were made detail. The map should gain a bit of performance.
  - Better lighting.
  - Arrows guiding to bases.
  - Compiled with "final" settings.
The oasago2 you are using appears to be an older versions. Compared to oasago2f9 the map seems a lot darker and I get less performance.

oasago2 from previous post: http://files.poulsander.com/~poul19/public_files/oasago2_20111208.jpg
oasago2f9: http://files.poulsander.com/~poul19/public_files/oasago2f9_20111208.jpg
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Neon_Knight
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« Reply #211 on: December 08, 2011, 03:06:16 PM »

Yep, I've used 0.8.1's version, which was in the SVN. I was going to use oasago2f9 at first (because of the whole torch replacement thing which failed)
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Neon_Knight
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« Reply #212 on: December 11, 2011, 07:57:20 PM »

Included in the last fixpack.

Fixes to arenas.txt and the mappools:

- ctf_compromise, ctf_gate1 and ctf_inyard aren't supported for Harvester and Overload. ctf_gate1 was also removed from the 1FCTF mappool. Read below.
- hydronex2 has DOM support, so added to both arenas.txt file and the DOM mappool.

The problems with the ctf_* maps is that they supported the gametypes, but only by using the missionpack. (The obelisks had the "notq3a" flag active) So, instead of map-editing, (and raising the patch's size even more) I've just removed them from both arenas.txt and the mappools. The only exception for this is ctf_inyard, which has the obelisks, but has the "floating obelisk" problem, so it's out for the same reason.

And about hydronex2, I've completely forgot about it's support for DOM. Now it's restored.

EDIT: Subjected to two new changes, the last ones I promise! oa_koth1 and oa_koth2 out of DOM. The first for no dompoints, and the second for just one and in an unreachable position.

EDIT2: Uploaded file.
« Last Edit: December 24, 2011, 09:44:54 AM by Neon_Knight » Logged


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Neon_Knight
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« Reply #213 on: December 11, 2011, 08:37:39 PM »

Included in the last fixpack.

Missing texture/shader for oa_bases3plus3 and oa_bases3p3ta.

EDIT: Fixed an error. A file wasn't present in any GPL source of evillair's textures, so I've commented it.
« Last Edit: December 24, 2011, 09:45:11 AM by Neon_Knight » Logged


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Neon_Knight
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« Reply #214 on: December 15, 2011, 05:43:03 AM »

Included in the last fixpack.

oasago2 last fixes:

- Based on oasago2f9 + hintbrushes.
- Torches were replaced (yay!)
- Arrows Tongue

See below.
« Last Edit: December 24, 2011, 09:45:27 AM by Neon_Knight » Logged


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Neon_Knight
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« Reply #215 on: December 15, 2011, 09:08:54 PM »

Included in the last fixpack.

- All of the above plus:
  - Improved upper towers, less tris to rend.
« Last Edit: December 24, 2011, 09:45:39 AM by Neon_Knight » Logged


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Neon_Knight
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« Reply #216 on: December 24, 2011, 09:41:24 AM »

Last fixpack for 0.8.8. Includes all of my fixes for 0.8.8 since RC1 (as in, every change I did since RC1 was released)

- Fixes, gametype support, and definitive rebalance for arenas.txt.
- New bots in bots.txt.
- Fixes and changes for a lot of maps.

http://www.onykage.com/files/armageddonman/pak6-patch088-111119-extras.pk3
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Neon_Knight
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« Reply #217 on: December 27, 2011, 03:49:44 PM »

Lei told me that oasago2 needed fixes with the torches, so that's what I did. That, and some additional lighting fixes.

EDIT: Check this thread.
« Last Edit: December 29, 2011, 03:22:02 PM by Neon_Knight » Logged


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Neon_Knight
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« Reply #218 on: December 31, 2011, 02:44:38 PM »

Fixpack, solves a problem with a missing texture in czest1tourney.
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« Reply #219 on: December 31, 2011, 04:09:35 PM »

Fixpack, solves a problem with a missing texture in czest1tourney.

The missing jumppads (czest1tourney, c1m7, sleekgrinder) are there because in the 0.8.5 package a shader file named evil8_base.shader was included, but not the textures. You can fix this by either:
A: remove the shaderfile by overwriting it (this is already included in the RC1 patch, if it is still missing, check your extra packages)
B: include the textures required by the new shader file (this is what you did, but the empty file in the patch has to be removed)

Either one is correct, but the new textures are a little bit darker than the original.
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Neon_Knight
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« Reply #220 on: January 01, 2012, 06:56:41 AM »

That'll be left to Lei to choose.

On the meantime, mlca1 and mlctf1beta fixes:
- mlca1: fixed yellow lightspots with no source. (Apparently, lightmaps and func_static don't go well together)
- mlctf1beta: Fixed an imbalance at the red base.
« Last Edit: January 01, 2012, 03:02:31 PM by Neon_Knight » Logged


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Neon_Knight
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« Reply #221 on: January 01, 2012, 03:02:20 PM »

I've just forgot to pack the models of these maps. -.-
As a result, many areas are obscured. This was fixed in this pack, it includes the same models but baked inside of the map.

EDIT: Forget it again, many areas are still obscured. -.-
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Neon_Knight
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« Reply #222 on: January 01, 2012, 09:20:28 PM »

Well, I've finished my work for 0.8.8.

- Plenty of changes and fixes for both mlca1 and mlctf1beta.
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Neon_Knight
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« Reply #223 on: January 03, 2012, 06:30:56 AM »

Not going to work on galmevish2. It may return in 0.9.0 / OA3 with a new shape.

Here's am_thornish. Some lighting problems and imbalances were fixed.
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Neon_Knight
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« Reply #224 on: January 09, 2012, 05:50:43 AM »

http://www.onykage.com/files/armageddonman/z_myfixes-rc2v2.pk3

Final fixpack for 0.8.8. Includes:
- Desaturated lights for am_underworks2, mlca1 and mlctf1beta.
- New lighting and 2 DOM points instead of 4 for aggressor.
- Structural imbalance fixing for oa_ctf2.
- Item imbalance fixing for oasago2.
- Levelshot for islandctf.
- Minor changes for czest1dm.
- Revamped SP, maps and bots are sorted by thematic.
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